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The Masters Eye - part IVa - After the silence

by Richard Marrevee · 07/22/2011 (2:21 pm) · 5 comments

It has been a while since my last post regarding the progress of creating The Masters Eye, but this doesn't mean that there was no progress. A lot of things did happen after my last post just before Christmas last year. The biggest thing that occured was a change of my daytime job, which is now consuming a lot of my time (the reason why I have to split this blog in a few smaller parts). But back to the game development.

In my last blog I presented you a vid giving you an overall impression of the Masters Eye. In this first part of part IV I will show you a vid which shows you the game intro, main menu, mission start, dialog system and the first fight and premature death of the player. It will also show you a short look into the character development sheet and inventory system. In a later part I will go deeper into the character development and inventory system. For now let me say that the mechanics behind the inventory system are finished and as far as I can see now bug free. The mechanics behind the character development are there in a very basical form and have to grow during the further development of the game because I haven't made up my mind in what way it should go. The visual representation of both character development sheet and inventory system are there but some parts are not to my satisfactory.

Furthermore I added a game-save and load option and a quick-save and load option during gameplay. I have to say that these options did cost me a few hairs, but in the end it did work out very well.

Also added an unarmed combat system, modified the dialog-system (Yack-Pack) and did a lot of bug-fixing. Oh, and I almost forgot, a few portings to the various versions of T3D 1.1. Most of the portings went very well, but I had some difficulties porting over to 1.1 final.

That's it for the programming part. On the art-side I have created a few monsters which use a simplified/modified AI system, for the greater part of the AI's I use the UAISK (I use a combination of different versions of the UAISK and added/changed some functionality on my own). I also finished building mission 1 and started working on mission 3 (the city mission), which will become the center part of the game. From here the player will leave on explorations and quests and can learn various skills.

But al this is history and now moving on to the next milestone, which is the release of a demo-game containing the first 2 missions and should have complete game-functionality and feeling.

I did enough writing for now, the only thing that should be done now is to give you the vid, so here it is. Sadly it is not in the quality I would like to have it, but I lack the spare time to dig into this.

As said, here it is, hope you like it:
Just a little note for Steve YorkshireRifles Acaster: Sorry Steve, no textovers this time. :)

About the author

Started programming in 1984 on an Oric, when time progressed switched to MSX, Amiga and finally the Windows PC with T3D. Now developing an epic fantasy game: The Master's Eye. Creator of the DoorClass pack and VolumetricFog pack @ richardsgamestudio.com


#1
07/23/2011 (8:08 am)
If I had a stick, I wouldn't try fighting some lazy-eyed psycho with a sword in plate armour ... and there you go! There's the result!
run away!
run away!
;)
#2
07/29/2011 (12:44 pm)
Wow, looks like you've put a lot of time into it! Keep up the hard work.
#4
07/30/2011 (8:44 pm)
Really really kick ass work, keep it going. It's great inspiration...
#5
08/01/2011 (12:44 pm)
Thanks guys. I hope to show you more vids in a couple of days.